Fix Enemy logic

This commit is contained in:
2025-03-11 17:11:43 -07:00
parent 29af9062b5
commit 76b94f7be3
4 changed files with 315 additions and 326 deletions

View File

@@ -13,6 +13,7 @@ public class PlayerStatController
_currentVT.OnNext(playerStats.CurrentVT); _currentVT.OnNext(playerStats.CurrentVT);
_maximumVT.OnNext(playerStats.MaximumVT); _maximumVT.OnNext(playerStats.MaximumVT);
_currentExp.OnNext(playerStats.CurrentExp); _currentExp.OnNext(playerStats.CurrentExp);
_expToNextLevel.OnNext(playerStats.ExpToNextLevel);
_currentLevel.OnNext(playerStats.CurrentLevel); _currentLevel.OnNext(playerStats.CurrentLevel);
_currentAttack.OnNext(playerStats.CurrentAttack); _currentAttack.OnNext(playerStats.CurrentAttack);
_bonusAttack.OnNext(playerStats.BonusAttack); _bonusAttack.OnNext(playerStats.BonusAttack);
@@ -20,7 +21,6 @@ public class PlayerStatController
_currentDefense.OnNext(playerStats.CurrentDefense); _currentDefense.OnNext(playerStats.CurrentDefense);
_bonusDefense.OnNext(playerStats.BonusDefense); _bonusDefense.OnNext(playerStats.BonusDefense);
_maxDefense.OnNext(playerStats.MaxDefense); _maxDefense.OnNext(playerStats.MaxDefense);
_expToNextLevel.OnNext(playerStats.ExpToNextLevel);
_luck.OnNext(playerStats.Luck); _luck.OnNext(playerStats.Luck);
} }

View File

@@ -44,7 +44,7 @@ public partial class NavigationAgentClient : Node3D, INavigationAgentClient
if (!_canMove) if (!_canMove)
return; return;
var enemy = GetParent() as IEnemy; var enemy = GetOwner() as IEnemy;
enemy.Move(safeVelocity); enemy.Move(safeVelocity);
} }
@@ -71,7 +71,7 @@ public partial class NavigationAgentClient : Node3D, INavigationAgentClient
var rng = new RandomNumberGenerator(); var rng = new RandomNumberGenerator();
rng.Randomize(); rng.Randomize();
_patrolTimer.WaitTime = rng.RandfRange(5.0f, 10.0f); _patrolTimer.WaitTime = rng.RandfRange(5.0f, 10.0f);
var enemy = GetParent() as ICanPatrol; var enemy = GetOwner() as ICanPatrol;
enemy.Patrol(); enemy.Patrol();
} }
} }

View File

@@ -124,7 +124,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
private void ExpToNextLevel_Sync(int obj) => EXPValue.Text = $"{Player.Stats.CurrentExp.Value}/{obj}"; private void ExpToNextLevel_Sync(int obj) => EXPValue.Text = $"{Player.Stats.CurrentExp.Value}/{obj}";
// TODO: Change font style when EXP Bonus effect is active
private void CurrentExp_Sync(double obj) => EXPValue.Text = $"{obj}/{Player.Stats.ExpToNextLevel.Value}"; private void CurrentExp_Sync(double obj) => EXPValue.Text = $"{obj}/{Player.Stats.ExpToNextLevel.Value}";
private void MaxDefense_Sync(int obj) => DEFValue.Text = $"{Player.Stats.CurrentDefense.Value}/{obj}"; private void MaxDefense_Sync(int obj) => DEFValue.Text = $"{Player.Stats.CurrentDefense.Value}/{obj}";

View File

@@ -106,518 +106,508 @@ public partial class Player : CharacterBody3D, IPlayer, IProvide<ISaveChunk<Play
#region Initialization #region Initialization
public void Initialize() public void Initialize()
{ {
AnimationPlayer.AnimationFinished += OnAnimationFinished; AnimationPlayer.AnimationFinished += OnAnimationFinished;
_expToNextLevel = new Dictionary<int, int> _expToNextLevel = new Dictionary<int, int>
{ {
{ 2, 12 }, { 2, 12 },
{ 3, 39 }, { 3, 39 },
{ 4, 87 }, { 4, 87 },
{ 5, 162 }, { 5, 162 },
{ 6, 270 }, { 6, 270 },
{ 7, 417 }, { 7, 417 },
{ 8, 609 } { 8, 609 }
}; };
} }
public void Setup() public void Setup()
{ {
var container = new SimpleInjector.Container(); var container = new SimpleInjector.Container();
container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton); container.Register<IPlayerLogic, PlayerLogic>(Lifestyle.Singleton);
container.Verify(); container.Verify();
Settings = new PlayerLogic.Settings() { RotationSpeed = PlayerStatResource.RotationSpeed, MoveSpeed = PlayerStatResource.MoveSpeed, Acceleration = PlayerStatResource.Acceleration }; Settings = new PlayerLogic.Settings() { RotationSpeed = PlayerStatResource.RotationSpeed, MoveSpeed = PlayerStatResource.MoveSpeed, Acceleration = PlayerStatResource.Acceleration };
Stats = new PlayerStatController(); Stats = new PlayerStatController();
Stats.Init( Stats.Init(
new PlayerStats new PlayerStats
{ {
CurrentHP = PlayerStatResource.CurrentHP, CurrentHP = PlayerStatResource.CurrentHP,
MaximumHP = PlayerStatResource.MaximumHP, MaximumHP = PlayerStatResource.MaximumHP,
CurrentVT = PlayerStatResource.CurrentVT, CurrentVT = PlayerStatResource.CurrentVT,
MaximumVT = PlayerStatResource.MaximumVT, MaximumVT = PlayerStatResource.MaximumVT,
CurrentAttack = PlayerStatResource.CurrentAttack, CurrentAttack = PlayerStatResource.CurrentAttack,
BonusAttack = PlayerStatResource.BonusAttack, BonusAttack = PlayerStatResource.BonusAttack,
MaxAttack = PlayerStatResource.MaxAttack, MaxAttack = PlayerStatResource.MaxAttack,
CurrentDefense = PlayerStatResource.CurrentDefense, CurrentDefense = PlayerStatResource.CurrentDefense,
BonusDefense = PlayerStatResource.BonusDefense, BonusDefense = PlayerStatResource.BonusDefense,
MaxDefense = PlayerStatResource.MaxDefense, MaxDefense = PlayerStatResource.MaxDefense,
CurrentExp = PlayerStatResource.CurrentExp, CurrentExp = PlayerStatResource.CurrentExp,
CurrentLevel = PlayerStatResource.CurrentLevel, CurrentLevel = PlayerStatResource.CurrentLevel,
ExpToNextLevel = PlayerStatResource.ExpToNextLevel, ExpToNextLevel = PlayerStatResource.ExpToNextLevel,
Luck = PlayerStatResource.Luck Luck = PlayerStatResource.Luck
}); });
Inventory = new Inventory(); Inventory = new Inventory();
PlayerLogic = container.GetInstance<IPlayerLogic>(); PlayerLogic = container.GetInstance<IPlayerLogic>();
PlayerLogic.Set(this as IPlayer); PlayerLogic.Set(this as IPlayer);
PlayerLogic.Set(Settings); PlayerLogic.Set(Settings);
PlayerLogic.Set(Stats); PlayerLogic.Set(Stats);
PlayerLogic.Set(_gameRepo); PlayerLogic.Set(_gameRepo);
var defaultWeapon = new Weapon(); var defaultWeapon = new Weapon();
defaultWeapon.Stats = _defaultWeapon; defaultWeapon.Stats = _defaultWeapon;
var defaultArmor = new Armor(); var defaultArmor = new Armor();
defaultArmor.Stats = _defaultArmor; defaultArmor.Stats = _defaultArmor;
Inventory.TryAdd(defaultWeapon); Inventory.TryAdd(defaultWeapon);
Inventory.TryAdd(defaultArmor); Inventory.TryAdd(defaultArmor);
EquippedWeapon.Sync += EquippedWeapon_Sync; EquippedWeapon.Sync += EquippedWeapon_Sync;
EquippedArmor.Sync += EquippedArmor_Sync; EquippedArmor.Sync += EquippedArmor_Sync;
EquippedAccessory.Sync += EquippedAccessory_Sync; EquippedAccessory.Sync += EquippedAccessory_Sync;
Stats.CurrentHP.Sync += CurrentHP_Sync; Stats.CurrentHP.Sync += CurrentHP_Sync;
Stats.CurrentExp.Sync += CurrentEXP_Sync; Stats.CurrentExp.Sync += CurrentEXP_Sync;
Equip(defaultWeapon); Equip(defaultWeapon);
Equip(defaultArmor); Equip(defaultArmor);
HealthTimer.WaitTime = _healthTimerWaitTime; HealthTimer.WaitTime = _healthTimerWaitTime;
HealthTimer.Timeout += OnHealthTimerTimeout; HealthTimer.Timeout += OnHealthTimerTimeout;
Hitbox.AreaEntered += Hitbox_AreaEntered; Hitbox.AreaEntered += Hitbox_AreaEntered;
CollisionDetector.AreaEntered += CollisionDetector_AreaEntered; CollisionDetector.AreaEntered += CollisionDetector_AreaEntered;
} }
public void OnResolved() public void OnResolved()
{ {
PlayerChunk = new SaveChunk<PlayerData>( PlayerChunk = new SaveChunk<PlayerData>(
onSave: (chunk) => new PlayerData() onSave: (chunk) => new PlayerData()
{ {
PlayerStats = new PlayerStats() PlayerStats = new PlayerStats()
{ {
CurrentHP = Stats.CurrentHP.Value, CurrentHP = Stats.CurrentHP.Value,
MaximumHP = Stats.MaximumHP.Value, MaximumHP = Stats.MaximumHP.Value,
CurrentVT = Stats.CurrentVT.Value, CurrentVT = Stats.CurrentVT.Value,
MaximumVT = Stats.MaximumVT.Value, MaximumVT = Stats.MaximumVT.Value,
CurrentAttack = Stats.CurrentAttack.Value, CurrentAttack = Stats.CurrentAttack.Value,
BonusAttack = Stats.BonusAttack.Value, BonusAttack = Stats.BonusAttack.Value,
MaxAttack = Stats.MaxAttack.Value, MaxAttack = Stats.MaxAttack.Value,
CurrentDefense = Stats.CurrentDefense.Value, CurrentDefense = Stats.CurrentDefense.Value,
BonusDefense = Stats.BonusDefense.Value, BonusDefense = Stats.BonusDefense.Value,
MaxDefense = Stats.MaxDefense.Value, MaxDefense = Stats.MaxDefense.Value,
CurrentExp = Stats.CurrentExp.Value, CurrentExp = Stats.CurrentExp.Value,
CurrentLevel = Stats.CurrentLevel.Value, CurrentLevel = Stats.CurrentLevel.Value,
ExpToNextLevel = Stats.ExpToNextLevel.Value, ExpToNextLevel = Stats.ExpToNextLevel.Value,
Luck = Stats.Luck.Value Luck = Stats.Luck.Value
}, },
Inventory = Inventory Inventory = Inventory
}, },
onLoad: (chunk, data) => onLoad: (chunk, data) =>
{ {
Stats.Init(data.PlayerStats); Stats.Init(data.PlayerStats);
Inventory = data.Inventory; Inventory = data.Inventory;
} }
); );
PlayerBinding = PlayerLogic.Bind(); PlayerBinding = PlayerLogic.Bind();
PlayerBinding PlayerBinding
.Handle((in PlayerLogic.Output.Animations.Attack output) => .Handle((in PlayerLogic.Output.Animations.Attack output) =>
{ {
if (PlayerIsHittingGeometry()) if (PlayerIsHittingGeometry())
{ {
AnimationPlayer.Play("hit_wall"); AnimationPlayer.Play("hit_wall");
_gameRepo.OnPlayerAttackedWall(); _gameRepo.OnPlayerAttackedWall();
} }
else else
{ {
var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed; var attackSpeed = ((Weapon)EquippedWeapon.Value).AttackSpeed;
AnimationPlayer.SetSpeedScale((float)attackSpeed); AnimationPlayer.SetSpeedScale((float)attackSpeed);
AnimationPlayer.Play("attack"); AnimationPlayer.Play("attack");
_gameRepo.OnPlayerAttack(); _gameRepo.OnPlayerAttack();
} }
}) })
.Handle((in PlayerLogic.Output.ThrowItem output) => .Handle((in PlayerLogic.Output.ThrowItem output) =>
{ {
}) })
.Handle((in PlayerLogic.Output.Move output) => .Handle((in PlayerLogic.Output.Move output) =>
{ {
Move(output.delta); Move(output.delta);
}); });
GameChunk.AddChunk(PlayerChunk); GameChunk.AddChunk(PlayerChunk);
PlayerLogic.Start(); PlayerLogic.Start();
this.Provide(); this.Provide();
} }
public void OnReady() public void OnReady()
{ {
SetPhysicsProcess(true); SetPhysicsProcess(true);
SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2; SwordSlashAnimation.Position = GetViewport().GetVisibleRect().Size / 2;
} }
#endregion #endregion
public void Attack() public void Attack()
{ {
PlayerLogic.Input(new PlayerLogic.Input.Attack()); PlayerLogic.Input(new PlayerLogic.Input.Attack());
} }
public void PlayerPause() public void PlayerPause()
{ {
Game.TogglePause(); Game.TogglePause();
} }
public void RaiseHP(int amountToRaise) public void RaiseHP(int amountToRaise)
{ {
Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise); Stats.SetMaximumHP(Stats.MaximumHP.Value + amountToRaise);
Stats.SetCurrentHP(Stats.MaximumHP.Value); Stats.SetCurrentHP(Stats.MaximumHP.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up."); _gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXHP Up.");
} }
public void HealHP(int amountToRestore) public void HealHP(int amountToRestore)
{ {
Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore); Stats.SetCurrentHP(Stats.CurrentHP.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}"; var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored."); _gameRepo.AnnounceMessageInInventory($"{raiseString}HP Restored.");
} }
public void RaiseVT(int amountToRaise) public void RaiseVT(int amountToRaise)
{ {
if (Stats.CurrentVT == Stats.MaximumVT) if (Stats.CurrentVT == Stats.MaximumVT)
{ {
Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise); Stats.SetMaximumVT(Stats.MaximumVT.Value + amountToRaise);
Stats.SetCurrentVT(Stats.MaximumVT.Value); Stats.SetCurrentVT(Stats.MaximumVT.Value);
_gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up."); _gameRepo.AnnounceMessageInInventory($"{amountToRaise}MAXVT Up.");
} }
} }
public void HealVT(int amountToRestore) public void HealVT(int amountToRestore)
{ {
Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore); Stats.SetCurrentVT(Stats.CurrentVT.Value + amountToRestore);
var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}"; var raiseString = amountToRestore == 1000 ? "MAX" : $"{amountToRestore}";
_gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored."); _gameRepo.AnnounceMessageInInventory($"{raiseString}VT Restored.");
} }
public void ModifyBonusAttack(int amount) public void ModifyBonusAttack(int amount)
{ {
Stats.SetBonusAttack(Stats.BonusAttack.Value + amount); Stats.SetBonusAttack(Stats.BonusAttack.Value + amount);
} }
public void ModifyBonusDefense(int amount) public void ModifyBonusDefense(int amount)
{ {
Stats.SetBonusDefense(Stats.BonusDefense.Value + amount); Stats.SetBonusDefense(Stats.BonusDefense.Value + amount);
} }
public void ModifyMaximumHP(int amount) public void ModifyMaximumHP(int amount)
{ {
Stats.SetMaximumHP(Stats.MaximumHP.Value + amount); Stats.SetMaximumHP(Stats.MaximumHP.Value + amount);
} }
public void ModifyMaximumVT(int amount) public void ModifyMaximumVT(int amount)
{ {
Stats.SetMaximumVT(Stats.MaximumVT.Value + amount); Stats.SetMaximumVT(Stats.MaximumVT.Value + amount);
} }
public void ModifyBonusLuck(double amount) public void ModifyBonusLuck(double amount)
{ {
Stats.SetLuck(Stats.Luck.Value + amount); Stats.SetLuck(Stats.Luck.Value + amount);
} }
public void Move(float delta) public void Move(float delta)
{ {
var rawInput = GlobalInputVector; var rawInput = GlobalInputVector;
var strafeLeftInput = LeftStrafeInputVector; var strafeLeftInput = LeftStrafeInputVector;
var strafeRightInput = RightStrafeInputVector; var strafeRightInput = RightStrafeInputVector;
var transform = Transform; var transform = Transform;
transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis; transform.Basis = new Basis(Vector3.Up, Settings.RotationSpeed * -rawInput.X * delta) * transform.Basis;
var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized(); var moveDirection = new Vector3(strafeRightInput - strafeLeftInput, 0, rawInput.Z).Normalized();
var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration; var velocity = Basis * moveDirection * Settings.MoveSpeed * Settings.Acceleration;
_knockbackStrength = _knockbackStrength * 0.9f; _knockbackStrength = _knockbackStrength * 0.9f;
Transform = Transform with { Basis = transform.Basis }; Transform = Transform with { Basis = transform.Basis };
Velocity = velocity + (_knockbackDirection * _knockbackStrength); Velocity = velocity + (_knockbackDirection * _knockbackStrength);
MoveAndSlide(); MoveAndSlide();
} }
public void TeleportPlayer(Transform3D newTransform) public void TeleportPlayer(Transform3D newTransform)
{ {
Transform = newTransform; Transform = newTransform;
} }
public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false) public void TakeDamage(double damage, ElementType elementType, bool isCriticalHit = false)
{ {
if (Stats.CurrentHP.Value > 0) if (Stats.CurrentHP.Value > 0)
{ {
damage = CalculateDefenseResistance(damage); damage = CalculateDefenseResistance(damage);
if (isCriticalHit) if (isCriticalHit)
damage *= 2; damage *= 2;
Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage); Stats.SetCurrentHP(Stats.CurrentHP.Value - (int)damage);
} }
} }
public void Knockback(float impulse) public void Knockback(float impulse)
{ {
_knockbackStrength = impulse; _knockbackStrength = impulse;
_knockbackDirection = GlobalBasis.Z.Normalized(); _knockbackDirection = GlobalBasis.Z.Normalized();
} }
public void GainExp(double expGained) public void GainExp(double expGained)
{ {
Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained); Stats.SetCurrentExp(Stats.CurrentExp.Value + expGained);
} }
public void LevelUp() public void LevelUp()
{ {
var nextLevel = Stats.CurrentLevel.Value + 1; var nextLevel = Stats.CurrentLevel.Value + 1;
var expToNextLevel = _expToNextLevel[nextLevel]; var expToNextLevel = _expToNextLevel[nextLevel];
var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0); var newCurrentExp = Mathf.Max(Stats.CurrentExp.Value - Stats.ExpToNextLevel.Value, 0);
Stats.SetCurrentLevel(nextLevel); Stats.SetCurrentLevel(nextLevel);
Stats.SetExpToNextLevel(expToNextLevel); Stats.SetExpToNextLevel(expToNextLevel);
Stats.SetCurrentExp(newCurrentExp); Stats.SetCurrentExp(newCurrentExp);
} }
public void Die() => PlayerLogic.Input(new PlayerLogic.Input.Die()); public void Die() => PlayerLogic.Input(new PlayerLogic.Input.Die());
public override void _UnhandledInput(InputEvent @event) public override void _UnhandledInput(InputEvent @event)
{ {
if (@event.IsActionPressed(GameInputs.Pause)) if (@event.IsActionPressed(GameInputs.Pause))
PlayerPause(); PlayerPause();
if (@event.IsActionPressed(GameInputs.Attack)) if (@event.IsActionPressed(GameInputs.Attack))
Attack(); Attack();
} }
public void OnPhysicsProcess(double delta) public void OnPhysicsProcess(double delta)
{ {
PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta)); PlayerLogic.Input(new PlayerLogic.Input.PhysicsTick(delta));
PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform)); PlayerLogic.Input(new PlayerLogic.Input.Moved(GlobalPosition, GlobalTransform));
} }
public void Equip(EquipableItem equipable) public void Equip(EquipableItem equipable)
{ {
if (string.IsNullOrEmpty(equipable.ItemName)) if (equipable is Weapon weapon)
return; {
Unequip(_equippedWeapon.Value);
if (equipable is Weapon weapon) weapon.IsEquipped = true;
{ _equippedWeapon.OnNext(weapon);
Unequip(_equippedWeapon.Value); }
weapon.IsEquipped = true; else if (equipable is Armor armor)
_equippedWeapon.OnNext(weapon); {
} Unequip(_equippedArmor.Value);
else if (equipable is Armor armor) armor.IsEquipped = true;
{ _equippedArmor.OnNext(armor);
Unequip(_equippedArmor.Value); }
armor.IsEquipped = true; else if (equipable is Accessory accessory)
_equippedArmor.OnNext(armor); {
} Unequip(_equippedAccessory.Value);
else if (equipable is Accessory accessory) accessory.IsEquipped = true;
{ _equippedAccessory.OnNext(accessory);
Unequip(_equippedAccessory.Value); }
accessory.IsEquipped = true; else
_equippedAccessory.OnNext(accessory); throw new NotImplementedException("Item type is not supported.");
}
else
throw new NotImplementedException("Item type is not supported.");
_gameRepo.OnEquippedItem(equipable);
} }
public void Unequip(EquipableItem equipable) public void Unequip(EquipableItem equipable)
{ {
if (string.IsNullOrEmpty(equipable.ItemName)) if (equipable is Weapon weapon)
return; {
weapon.IsEquipped = false;
ModifyBonusAttack(-weapon.Damage);
_equippedWeapon.OnNext(new Weapon());
}
else if (equipable is Armor armor)
{
armor.IsEquipped = false;
ModifyBonusDefense(-armor.Defense);
_equippedArmor.OnNext(new Armor());
}
else if (equipable is Accessory accessory)
{
accessory.IsEquipped = false;
ModifyMaximumHP(-accessory.MaxHPUp);
ModifyMaximumVT(-accessory.MaxVTUp);
ModifyBonusAttack(-accessory.ATKUp);
ModifyBonusDefense(-accessory.DEFUp);
ModifyBonusLuck(-accessory.LuckUp);
_equippedAccessory.OnNext(new Accessory());
}
else
throw new NotImplementedException("Item type is not supported.");
if (equipable is Weapon weapon) if (equipable.ItemTag == ItemTag.BreaksOnChange)
{ Inventory.Remove(equipable);
weapon.IsEquipped = false;
ModifyBonusAttack(-weapon.Damage);
_equippedWeapon.OnNext(new Weapon());
}
else if (equipable is Armor armor)
{
armor.IsEquipped = false;
ModifyBonusDefense(-armor.Defense);
_equippedArmor.OnNext(new Armor());
}
else if (equipable is Accessory accessory)
{
accessory.IsEquipped = false;
ModifyMaximumHP(-accessory.MaxHPUp);
ModifyMaximumVT(-accessory.MaxVTUp);
ModifyBonusAttack(-accessory.ATKUp);
ModifyBonusDefense(-accessory.DEFUp);
ModifyBonusLuck(-accessory.LuckUp);
_equippedAccessory.OnNext(new Accessory());
}
else
throw new NotImplementedException("Item type is not supported.");
if (equipable.ItemTag == ItemTag.BreaksOnChange)
Inventory.Remove(equipable);
_gameRepo.OnUnequippedItem(equipable);
} }
private static Vector3 GlobalInputVector private static Vector3 GlobalInputVector
{ {
get get
{ {
var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown); var rawInput = Input.GetVector(GameInputs.MoveLeft, GameInputs.MoveRight, GameInputs.MoveUp, GameInputs.MoveDown);
var input = new Vector3 var input = new Vector3
{ {
X = rawInput.X, X = rawInput.X,
Z = rawInput.Y Z = rawInput.Y
}; };
return input with { Y = 0f }; return input with { Y = 0f };
} }
} }
private static float LeftStrafeInputVector private static float LeftStrafeInputVector
{ {
get get
{ {
return Input.GetActionStrength(GameInputs.StrafeLeft); return Input.GetActionStrength(GameInputs.StrafeLeft);
} }
} }
private static float RightStrafeInputVector private static float RightStrafeInputVector
{ {
get get
{ {
return Input.GetActionStrength(GameInputs.StrafeRight); return Input.GetActionStrength(GameInputs.StrafeRight);
} }
} }
private void ThrowItem() private void ThrowItem()
{ {
var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn"); var itemScene = GD.Load<PackedScene>("res://src/items/throwable/ThrowableItem.tscn");
var throwItem = itemScene.Instantiate<ThrowableItem>(); var throwItem = itemScene.Instantiate<ThrowableItem>();
GetTree().Root.AddChildEx(throwItem); GetTree().Root.AddChildEx(throwItem);
throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0); throwItem.GlobalPosition = CurrentPosition + new Vector3(0, 3.5f, 0);
throwItem.GlobalRotation = GlobalRotation; throwItem.GlobalRotation = GlobalRotation;
} }
private void OnAnimationFinished(StringName animation) private void OnAnimationFinished(StringName animation)
{ {
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished()); PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
} }
private void OnExitTree() private void OnExitTree()
{ {
PlayerLogic.Stop(); PlayerLogic.Stop();
PlayerBinding.Dispose(); PlayerBinding.Dispose();
AnimationPlayer.AnimationFinished -= OnAnimationFinished; AnimationPlayer.AnimationFinished -= OnAnimationFinished;
} }
private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition; private void OnPlayerPositionUpdated(Vector3 globalPosition) => GlobalPosition = globalPosition;
private void OnHealthTimerTimeout() private void OnHealthTimerTimeout()
{ {
if (Stats.CurrentHP.Value <= 0) if (Stats.CurrentHP.Value <= 0)
return; return;
if (Stats.CurrentVT.Value > 0) if (Stats.CurrentVT.Value > 0)
{ {
if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption) if (((Accessory)EquippedAccessory.Value).AccessoryTag == AccessoryTag.HalfVTConsumption)
{ {
reduceOnTick = !reduceOnTick; reduceOnTick = !reduceOnTick;
} }
Stats.SetCurrentHP(Stats.CurrentHP.Value + 1); Stats.SetCurrentHP(Stats.CurrentHP.Value + 1);
if (reduceOnTick) if (reduceOnTick)
Stats.SetCurrentVT(Stats.CurrentVT.Value - 1); Stats.SetCurrentVT(Stats.CurrentVT.Value - 1);
} }
else else
Stats.SetCurrentHP(Stats.CurrentHP.Value - 1); Stats.SetCurrentHP(Stats.CurrentHP.Value - 1);
} }
private void EquippedWeapon_Sync(EquipableItem obj) private void EquippedWeapon_Sync(EquipableItem obj)
{ {
ModifyBonusAttack(((Weapon)obj).Damage); ModifyBonusAttack(((Weapon)obj).Damage);
} }
private void EquippedArmor_Sync(EquipableItem obj) private void EquippedArmor_Sync(EquipableItem obj)
{ {
ModifyBonusDefense(((Armor)obj).Defense); ModifyBonusDefense(((Armor)obj).Defense);
} }
private void EquippedAccessory_Sync(EquipableItem accessory) private void EquippedAccessory_Sync(EquipableItem accessory)
{ {
ModifyMaximumHP(((Accessory)accessory).MaxHPUp); ModifyMaximumHP(((Accessory)accessory).MaxHPUp);
ModifyMaximumVT(((Accessory)accessory).MaxVTUp); ModifyMaximumVT(((Accessory)accessory).MaxVTUp);
ModifyBonusAttack(((Accessory)accessory).ATKUp); ModifyBonusAttack(((Accessory)accessory).ATKUp);
ModifyBonusDefense(((Accessory)accessory).DEFUp); ModifyBonusDefense(((Accessory)accessory).DEFUp);
ModifyBonusLuck(((Accessory)accessory).LuckUp); ModifyBonusLuck(((Accessory)accessory).LuckUp);
} }
private void CurrentHP_Sync(int newHealth) private void CurrentHP_Sync(int newHealth)
{ {
if (newHealth <= 0) if (newHealth <= 0)
Die(); Die();
} }
private void CurrentEXP_Sync(double newExp) private void CurrentEXP_Sync(double newExp)
{ {
if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value) if (Stats.CurrentExp.Value >= Stats.ExpToNextLevel.Value)
LevelUp(); LevelUp();
} }
private double CalculateDefenseResistance(double incomingDamage) private double CalculateDefenseResistance(double incomingDamage)
{ {
return Mathf.Max(incomingDamage - Stats.CurrentDefense.Value - Stats.BonusDefense.Value, 0.0); return Mathf.Max(incomingDamage - Stats.CurrentDefense.Value - Stats.BonusDefense.Value, 0.0);
} }
private void Hitbox_AreaEntered(Area3D area) private void Hitbox_AreaEntered(Area3D area)
{ {
var target = area.GetOwner(); var target = area.GetOwner();
if (target is IEnemy enemy) if (target is IEnemy enemy)
HitEnemy(enemy); HitEnemy(enemy);
} }
private void HitEnemy(IEnemy enemy) private void HitEnemy(IEnemy enemy)
{ {
var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value; var attackValue = Stats.CurrentAttack.Value + Stats.BonusAttack.Value;
var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity; var ignoreElementalResistance = ((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.IgnoreAffinity;
var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value); var isCriticalHit = BattleExtensions.IsCriticalHit(Stats.Luck.Value);
var element = ((Weapon)EquippedWeapon.Value).WeaponElement; var element = ((Weapon)EquippedWeapon.Value).WeaponElement;
enemy.TakeDamage( enemy.TakeDamage(
attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus, attackValue * ((Weapon)EquippedWeapon.Value).ElementalDamageBonus,
element, element,
isCriticalHit, isCriticalHit,
false, false,
ignoreElementalResistance); ignoreElementalResistance);
if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback) if (((Weapon)EquippedWeapon.Value).WeaponTag == WeaponTag.Knockback)
enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized()); enemy.Knockback(0.3f, -CurrentBasis.Z.Normalized());
_gameRepo.OnPlayerAttackedEnemy(); _gameRepo.OnPlayerAttackedEnemy();
} }
private void CollisionDetector_AreaEntered(Area3D area) private void CollisionDetector_AreaEntered(Area3D area)
{ {
if (area.GetParent() is InventoryItem inventoryItem) if (area.GetParent() is InventoryItem inventoryItem)
{ {
var isAdded = Inventory.TryAdd(inventoryItem); var isAdded = Inventory.TryAdd(inventoryItem);
if (isAdded) if (isAdded)
{ {
_gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up."); _gameRepo.AnnounceMessageOnMainScreen($"{inventoryItem.ItemName} picked up.");
inventoryItem.QueueFree(); inventoryItem.QueueFree();
} }
else else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}."); _gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {inventoryItem.ItemName}.");
} }
if (area.GetParent() is DroppedItem droppedItem) if (area.GetParent() is DroppedItem droppedItem)
{ {
var isAdded = Inventory.TryAdd(droppedItem.Item); var isAdded = Inventory.TryAdd(droppedItem.Item);
if (isAdded) if (isAdded)
{ {
_gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up."); _gameRepo.AnnounceMessageOnMainScreen($"{droppedItem.Item.ItemName} picked up.");
droppedItem.QueueFree(); droppedItem.QueueFree();
} }
else else
_gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}."); _gameRepo.AnnounceMessageOnMainScreen($"Could not pick up {droppedItem.Item.ItemName}.");
} }
} }
private bool PlayerIsHittingGeometry() private bool PlayerIsHittingGeometry()
{ {
var collisions = WallCheck.GetCollidingBodies(); var collisions = WallCheck.GetCollidingBodies();
return collisions.Count > 0; return collisions.Count > 0;
} }
private void WallCheck_BodyEntered(Node body) private void WallCheck_BodyEntered(Node body)
{ {
PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished()); PlayerLogic.Input(new PlayerLogic.Input.AttackAnimationFinished());
GD.Print("Hit wall"); GD.Print("Hit wall");
AnimationPlayer.Stop(); AnimationPlayer.Stop();
} }
} }